dolphin/Source/Core/DolphinQt/Host.h
Dentomologist c3bdd05d2a TAS Input: Enable hotkeys and controller input when Input has focus
Enable emulator hotkeys and controller input (when that option is
enabled) when a TAS Input window has focus, as if it was the render
window instead.  This allows TASers to use frame advance and the like
without having to switch the focused window or disabling Hotkeys Require
Window Focus which also picks up keypresses while other apps are active.

Cursor updates are disabled when the TAS Input window has focus, as
otherwise the Wii IR widget (and anything else controlled by the mouse)
becomes unusable. The cursor continues to work normally when the render
window has focus.
2024-05-31 15:14:44 -07:00

55 lines
1.5 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <atomic>
#include <QObject>
// Singleton that talks to the Core via the interface defined in Core/Host.h.
// Because Host_* calls might come from different threads than the MainWindow,
// the Host class communicates with it via signals/slots only.
// Many of the Host_* functions are ignored, and some shouldn't exist.
class Host final : public QObject
{
Q_OBJECT
public:
~Host();
static Host* GetInstance();
bool GetRenderFocus();
bool GetRenderFullFocus();
bool GetRenderFullscreen();
bool GetGBAFocus();
bool GetTASInputFocus() const;
void SetMainWindowHandle(void* handle);
void SetRenderHandle(void* handle);
void SetRenderFocus(bool focus);
void SetRenderFullFocus(bool focus);
void SetRenderFullscreen(bool fullscreen);
void SetTASInputFocus(bool focus);
void ResizeSurface(int new_width, int new_height);
signals:
void RequestTitle(const QString& title);
void RequestStop();
void RequestRenderSize(int w, int h);
void UpdateDisasmDialog();
void PPCSymbolsChanged();
private:
Host();
std::atomic<void*> m_render_handle{nullptr};
std::atomic<void*> m_main_window_handle{nullptr};
std::atomic<bool> m_render_to_main{false};
std::atomic<bool> m_render_focus{false};
std::atomic<bool> m_render_full_focus{false};
std::atomic<bool> m_render_fullscreen{false};
std::atomic<bool> m_tas_input_focus{false};
};